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Plugin/Source/SenseGlove/Private/SenseGlove/GameFramework/SGPawn.cpp
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/GameFramework/SGPawn.h"
#include "Camera/CameraComponent.h"
#include "Components/PrimitiveComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "UObject/UObjectGlobals.h"
#include "SenseGlove/Components/SGGrabComponent.h"
#include "SenseGlove/Components/SGTouchComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGLog/SGLog.h"
struct ASGPawn::FImpl
{
/************************
* Static methods
************************/
/************************
* Owner object
************************/
ASGPawn* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(ASGPawn* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
void BindRealHandsOverlapEvents();
void UnbindRealHandsOverlapEvents();
void BindFingerGrabOverlapEvents();
void UnbindFingerGrabOverlapEvents();
void BindFingerTouchOverlapEvents();
void UnbindFingerTouchOverlapEvents();
void SetVisibility(USceneComponent* SceneComponent, const bool bVisibility) const;
void UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand);
void UpdateLeftHandLocation(const FVector& Location, const bool bUpdateVirtualHand);
void UpdateRightHandLocation(const FVector& Location, const bool bUpdateVirtualHand);
void UpdateHandRotation(const bool bRight, const FRotator& Rotation, const bool bUpdateVirtualHand);
void UpdateLeftHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand);
void UpdateRightHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand);
void UpdateHandLocationAndRotation(
const bool bRight, const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand);
void UpdateLeftHandLocationAndRotation(
const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand);
void UpdateRightHandLocationAndRotation(
const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand);
FORCEINLINE void RegisterLeftHandOverlappedActor(const AActor* Actor) const
{
Owner->LeftHandOverlappedActors.AddUnique(Actor);
}
FORCEINLINE void UnregisterLeftHandOverlappedActor(const AActor* Actor) const
{
Owner->LeftHandOverlappedActors.Remove(Actor);
}
FORCEINLINE void RegisterRightHandOverlappedActor(const AActor* Actor) const
{
Owner->RightHandOverlappedActors.AddUnique(Actor);
}
FORCEINLINE void UnregisterRightHandOverlappedActor(const AActor* Actor) const
{
Owner->RightHandOverlappedActors.Remove(Actor);
}
FORCEINLINE bool IsLeftHandOverlappingWithAnyActor() const
{
return Owner->LeftHandOverlappedActors.Num() > 0;
}
FORCEINLINE bool IsRightHandOverlappingWithAnyActor() const
{
return Owner->RightHandOverlappedActors.Num() > 0;
}
void DisableActorPhysics(const AActor* Actor) const;
void EnableActorPhysics(const AActor* Actor) const;
void ApplyHandVelocityToGrabbedActor(const FSGGrabState& GrabState) const;
void SetGrabbedActor(FSGGrabState& GrabState, AActor* Actor) const;
void SetLeftHandGrabbedActor(AActor* Actor) const;
void SetRightHandGrabbedActor(AActor* Actor) const;
void RecordHandVelocity(FSGGrabState& GrabState, const float DeltaSeconds) const;
void Release(FSGGrabState& GrabState) const;
void TriggerGrabStateUpdatedEvent(const FSGGrabState& GrabState) const;
void TriggerTouchStateUpdatedEvent(const FSGTouchState& TouchState) const;
void TriggerActorGrabbedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerActorReleasedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
};
ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryActorTick.bCanEverTick = true;
SceneRoot = ObjectInitializer.CreateDefaultSubobject<USceneComponent>(this, TEXT("SceneRoot"));
SetRootComponent(SceneRoot);
Camera = ObjectInitializer.CreateDefaultSubobject<UCameraComponent>(this, TEXT("Camera"));
Camera->SetupAttachment(GetRootComponent());
Camera->SetCanEverAffectNavigation(false);
WristTrackerLeft = ObjectInitializer.CreateDefaultSubobject<USGWristTrackerComponent>(
this, TEXT("WristTrackerLeft"));
WristTrackerLeft->SetupAttachment(GetRootComponent());
WristTrackerLeft->SetRight(false);
HandLeft = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandLeft"));
HandLeft->SetupAttachment(GetRootComponent());
HandLeft->SetCanEverAffectNavigation(false);
HandLeft->SetGenerateOverlapEvents(true);
HandLeft->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
HandLeft->SetCollisionObjectType(ECC_Pawn);
HandLeft->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
HandLeft->SetCollisionResponseToAllChannels(ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
HandLeft->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandLeft->SetRight(false);
HandLeft->SetHiddenIfNoGloveDetected(true);
HandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
HandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
HandLeft->SetWristTracker(WristTrackerLeft);
RealHandLeft = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("RealHandLeft"));
RealHandLeft->SetupAttachment(GetRootComponent());
RealHandLeft->SetCanEverAffectNavigation(false);
RealHandLeft->SetGenerateOverlapEvents(true);
RealHandLeft->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RealHandLeft->SetCollisionObjectType(ECC_Pawn);
RealHandLeft->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RealHandLeft->SetCollisionResponseToAllChannels(ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RealHandLeft->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RealHandLeft->SetRight(false);
Pimpl->SetVisibility(RealHandLeft, false);
RealHandLeft->SetHiddenIfNoGloveDetected(true);
RealHandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
RealHandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
RealHandLeft->SetWristTracker(WristTrackerLeft);
FSGDebugVirtualHandSettings RealHandLeftDebugSettings;
RealHandLeftDebugSettings.bDrawDebugVirtualHand = true;
RealHandLeftDebugSettings.DrawingMode = ESGDebugVirtualHandDrawingMode::GizmoJoints;
RealHandLeftDebugSettings.GizmoThickness = 0.5f;
RealHandLeft->SetDebugVirtualHandSettings(MoveTemp(RealHandLeftDebugSettings));
LeftThumbFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftThumbFingertipGrabCollider"));
LeftThumbFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
LeftThumbFingertipGrabCollider->SetupAttachment(HandLeft, HandLeft->GetThumbFingertipGrabSocketName());
LeftThumbFingertipGrabCollider->SetCastShadow(false);
LeftThumbFingertipGrabCollider->bCastDynamicShadow = false;
LeftThumbFingertipGrabCollider->SetReceivesDecals(true);
LeftThumbFingertipGrabCollider->SetCanEverAffectNavigation(false);
LeftThumbFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftThumbFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
LeftThumbFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftThumbFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftIndexFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftIndexFingertipGrabCollider"));
LeftIndexFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
LeftIndexFingertipGrabCollider->SetupAttachment(HandLeft, HandLeft->GetIndexFingertipGrabSocketName());
LeftIndexFingertipGrabCollider->SetCastShadow(false);
LeftIndexFingertipGrabCollider->bCastDynamicShadow = false;
LeftIndexFingertipGrabCollider->SetReceivesDecals(true);
LeftIndexFingertipGrabCollider->SetCanEverAffectNavigation(false);
LeftIndexFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftIndexFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
LeftIndexFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftIndexFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftMiddleFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftMiddleFingertipGrabCollider"));
LeftMiddleFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
LeftMiddleFingertipGrabCollider->SetupAttachment(HandLeft, HandLeft->GetMiddleFingertipGrabSocketName());
LeftMiddleFingertipGrabCollider->SetCastShadow(false);
LeftMiddleFingertipGrabCollider->bCastDynamicShadow = false;
LeftMiddleFingertipGrabCollider->SetReceivesDecals(true);
LeftMiddleFingertipGrabCollider->SetCanEverAffectNavigation(false);
LeftMiddleFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftMiddleFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
LeftMiddleFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftThumbFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftThumbFingertipTouchCollider"));
LeftThumbFingertipTouchCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsTouchColliderSize());
LeftThumbFingertipTouchCollider->SetupAttachment(HandLeft, HandLeft->GetThumbFingertipTouchSocketName());
LeftThumbFingertipTouchCollider->SetCastShadow(false);
LeftThumbFingertipTouchCollider->bCastDynamicShadow = false;
LeftThumbFingertipTouchCollider->SetReceivesDecals(true);
LeftThumbFingertipTouchCollider->SetCanEverAffectNavigation(false);
LeftThumbFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftThumbFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
LeftThumbFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftThumbFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftIndexFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftIndexFingertipTouchCollider"));
LeftIndexFingertipTouchCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsTouchColliderSize());
LeftIndexFingertipTouchCollider->SetupAttachment(HandLeft, HandLeft->GetIndexFingertipTouchSocketName());
LeftIndexFingertipTouchCollider->SetCastShadow(false);
LeftIndexFingertipTouchCollider->bCastDynamicShadow = false;
LeftIndexFingertipTouchCollider->SetReceivesDecals(true);
LeftIndexFingertipTouchCollider->SetCanEverAffectNavigation(false);
LeftIndexFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftIndexFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
LeftIndexFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftIndexFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftMiddleFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftMiddleFingertipTouchCollider"));
LeftMiddleFingertipTouchCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsTouchColliderSize());
LeftMiddleFingertipTouchCollider->SetupAttachment(HandLeft, HandLeft->GetMiddleFingertipTouchSocketName());
LeftMiddleFingertipTouchCollider->SetCastShadow(false);
LeftMiddleFingertipTouchCollider->bCastDynamicShadow = false;
LeftMiddleFingertipTouchCollider->SetReceivesDecals(true);
LeftMiddleFingertipTouchCollider->SetCanEverAffectNavigation(false);
LeftMiddleFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftMiddleFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
LeftMiddleFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftRingFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftRingFingertipTouchCollider"));
LeftRingFingertipTouchCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsTouchColliderSize());
LeftRingFingertipTouchCollider->SetupAttachment(HandLeft, HandLeft->GetRingFingertipTouchSocketName());
LeftRingFingertipTouchCollider->SetCastShadow(false);
LeftRingFingertipTouchCollider->bCastDynamicShadow = false;
LeftRingFingertipTouchCollider->SetReceivesDecals(true);
LeftRingFingertipTouchCollider->SetCanEverAffectNavigation(false);
LeftRingFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftRingFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
LeftRingFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftRingFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
LeftPinkyFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("LeftPinkyFingertipTouchCollider"));
LeftPinkyFingertipTouchCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsTouchColliderSize());
LeftPinkyFingertipTouchCollider->SetupAttachment(HandLeft, HandLeft->GetPinkyFingertipTouchSocketName());
LeftPinkyFingertipTouchCollider->SetCastShadow(false);
LeftPinkyFingertipTouchCollider->bCastDynamicShadow = false;
LeftPinkyFingertipTouchCollider->SetReceivesDecals(true);
LeftPinkyFingertipTouchCollider->SetCanEverAffectNavigation(false);
LeftPinkyFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
LeftPinkyFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
LeftPinkyFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
LeftPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
WristTrackerRight = ObjectInitializer.CreateDefaultSubobject<USGWristTrackerComponent>(
this, TEXT("WristTrackerRight"));
WristTrackerRight->SetupAttachment(GetRootComponent());
WristTrackerRight->SetRight(true);
HandRight = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandRight"));
HandRight->SetupAttachment(GetRootComponent());
HandRight->SetCanEverAffectNavigation(false);
HandRight->SetGenerateOverlapEvents(true);
HandRight->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
HandRight->SetCollisionObjectType(ECC_Pawn);
HandRight->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
HandRight->SetCollisionResponseToAllChannels(ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandRight->SetRight(true);
HandRight->SetHiddenInGame(true);
HandRight->SetHiddenIfNoGloveDetected(true);
HandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
HandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
HandRight->SetWristTracker(WristTrackerRight);
RealHandRight = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("RealHandRight"));
RealHandRight->SetupAttachment(GetRootComponent());
RealHandRight->SetCanEverAffectNavigation(false);
RealHandRight->SetGenerateOverlapEvents(true);
RealHandRight->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RealHandRight->SetCollisionObjectType(ECC_Pawn);
RealHandRight->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RealHandRight->SetCollisionResponseToAllChannels(ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RealHandRight->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RealHandRight->SetRight(true);
Pimpl->SetVisibility(RealHandRight, false);
RealHandRight->SetHiddenIfNoGloveDetected(true);
RealHandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
RealHandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
RealHandRight->SetWristTracker(WristTrackerRight);
FSGDebugVirtualHandSettings RealHandRightDebugSettings;
RealHandRightDebugSettings.bDrawDebugVirtualHand = true;
RealHandRightDebugSettings.DrawingMode = ESGDebugVirtualHandDrawingMode::GizmoJoints;
RealHandRightDebugSettings.GizmoThickness = 0.5f;
RealHandRight->SetDebugVirtualHandSettings(MoveTemp(RealHandRightDebugSettings));
RightThumbFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightThumbFingertipGrabCollider"));
RightThumbFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightThumbFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetThumbFingertipGrabSocketName());
RightThumbFingertipGrabCollider->SetCastShadow(false);
RightThumbFingertipGrabCollider->bCastDynamicShadow = false;
RightThumbFingertipGrabCollider->SetReceivesDecals(true);
RightThumbFingertipGrabCollider->SetCanEverAffectNavigation(false);
RightThumbFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightThumbFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
RightThumbFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightThumbFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightIndexFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightIndexFingertipGrabCollider"));
RightIndexFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightIndexFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetIndexFingertipGrabSocketName());
RightIndexFingertipGrabCollider->SetCastShadow(false);
RightIndexFingertipGrabCollider->bCastDynamicShadow = false;
RightIndexFingertipGrabCollider->SetReceivesDecals(true);
RightIndexFingertipGrabCollider->SetCanEverAffectNavigation(false);
RightIndexFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightIndexFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
RightIndexFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightIndexFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightIndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightMiddleFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightMiddleFingertipGrabCollider"));
RightMiddleFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightMiddleFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetMiddleFingertipGrabSocketName());
RightMiddleFingertipGrabCollider->SetCastShadow(false);
RightMiddleFingertipGrabCollider->bCastDynamicShadow = false;
RightMiddleFingertipGrabCollider->SetReceivesDecals(true);
RightMiddleFingertipGrabCollider->SetCanEverAffectNavigation(false);
RightMiddleFingertipGrabCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightMiddleFingertipGrabCollider->SetCollisionObjectType(ECC_Pawn);
RightMiddleFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightMiddleFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightMiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightThumbFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightThumbFingertipTouchCollider"));
RightThumbFingertipTouchCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsTouchColliderSize());
RightThumbFingertipTouchCollider->SetupAttachment(HandRight, HandRight->GetThumbFingertipTouchSocketName());
RightThumbFingertipTouchCollider->SetCastShadow(false);
RightThumbFingertipTouchCollider->bCastDynamicShadow = false;
RightThumbFingertipTouchCollider->SetReceivesDecals(true);
RightThumbFingertipTouchCollider->SetCanEverAffectNavigation(false);
RightThumbFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightThumbFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
RightThumbFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightThumbFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightIndexFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightIndexFingertipTouchCollider"));
RightIndexFingertipTouchCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsTouchColliderSize());
RightIndexFingertipTouchCollider->SetupAttachment(HandRight, HandRight->GetIndexFingertipTouchSocketName());
RightIndexFingertipTouchCollider->SetCastShadow(false);
RightIndexFingertipTouchCollider->bCastDynamicShadow = false;
RightIndexFingertipTouchCollider->SetReceivesDecals(true);
RightIndexFingertipTouchCollider->SetCanEverAffectNavigation(false);
RightIndexFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightIndexFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
RightIndexFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightIndexFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightIndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightMiddleFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightMiddleFingertipTouchCollider"));
RightMiddleFingertipTouchCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsTouchColliderSize());
RightMiddleFingertipTouchCollider->SetupAttachment(HandRight, HandRight->GetMiddleFingertipTouchSocketName());
RightMiddleFingertipTouchCollider->SetCastShadow(false);
RightMiddleFingertipTouchCollider->bCastDynamicShadow = false;
RightMiddleFingertipTouchCollider->SetReceivesDecals(true);
RightMiddleFingertipTouchCollider->SetCanEverAffectNavigation(false);
RightMiddleFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightMiddleFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
RightMiddleFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightMiddleFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightMiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightRingFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightRingFingertipTouchCollider"));
RightRingFingertipTouchCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsTouchColliderSize());
RightRingFingertipTouchCollider->SetupAttachment(HandRight, HandRight->GetRingFingertipTouchSocketName());
RightRingFingertipTouchCollider->SetCastShadow(false);
RightRingFingertipTouchCollider->bCastDynamicShadow = false;
RightRingFingertipTouchCollider->SetReceivesDecals(true);
RightRingFingertipTouchCollider->SetCanEverAffectNavigation(false);
RightRingFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightRingFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
RightRingFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightRingFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightRingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RightPinkyFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightPinkyFingertipTouchCollider"));
RightPinkyFingertipTouchCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsTouchColliderSize());
RightPinkyFingertipTouchCollider->SetupAttachment(HandRight, HandRight->GetPinkyFingertipTouchSocketName());
RightPinkyFingertipTouchCollider->SetCastShadow(false);
RightPinkyFingertipTouchCollider->bCastDynamicShadow = false;
RightPinkyFingertipTouchCollider->SetReceivesDecals(true);
RightPinkyFingertipTouchCollider->SetCanEverAffectNavigation(false);
RightPinkyFingertipTouchCollider->CanCharacterStepUpOn = ECanBeCharacterBase::ECB_Owner;
RightPinkyFingertipTouchCollider->SetCollisionObjectType(ECC_Pawn);
RightPinkyFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RightPinkyFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RightPinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
MaxNumberOfHandVelocitySamples = 10;
LeftHandGrabState = FSGGrabState(HandLeft, FVector::Zero(), {}, nullptr, nullptr, nullptr, nullptr);
LeftHandTouchState = FSGTouchState(HandLeft, nullptr, nullptr, nullptr, nullptr, nullptr);
RightHandGrabState = FSGGrabState(HandRight, FVector::Zero(), {}, nullptr, nullptr, nullptr, nullptr);
RightHandTouchState = FSGTouchState(HandRight, nullptr, nullptr, nullptr, nullptr, nullptr);
}
void ASGPawn::OnGrabStateUpdated_Implementation(const FSGGrabState& GrabState)
{
}
void ASGPawn::OnTouchStateUpdated_Implementation(const FSGTouchState& TouchState)
{
}
void ASGPawn::OnActorGrabbed_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorReleased_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorBeginTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorEndTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::BeginPlay()
{
Super::BeginPlay();
ensureAlwaysMsgf(
WristTrackerLeft->IsLeft() && HandLeft->IsLeft(),
TEXT("The left hand and the left wrist do not track the left hand!"));
ensureAlwaysMsgf(
WristTrackerRight->IsRight() && HandRight->IsRight(),
TEXT("The right hand and the right wrist do not track the right hand!"));
WristTrackerLeft->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
Pimpl->UpdateLeftHandLocation(Location, !Pimpl->IsLeftHandOverlappingWithAnyActor());
});
WristTrackerLeft->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
Pimpl->UpdateLeftHandRotation(Rotation, !Pimpl->IsLeftHandOverlappingWithAnyActor());
});
WristTrackerRight->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
Pimpl->UpdateRightHandLocation(Location, !Pimpl->IsRightHandOverlappingWithAnyActor());
});
WristTrackerRight->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
Pimpl->UpdateRightHandRotation(Rotation, !Pimpl->IsRightHandOverlappingWithAnyActor());
});
Pimpl->BindRealHandsOverlapEvents();
Pimpl->BindFingerGrabOverlapEvents();
Pimpl->BindFingerTouchOverlapEvents();
}
void ASGPawn::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
Pimpl->UnbindRealHandsOverlapEvents();
Pimpl->UnbindFingerGrabOverlapEvents();
Pimpl->UnbindFingerTouchOverlapEvents();
}
void ASGPawn::Tick(const float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
Pimpl->RecordHandVelocity(LeftHandGrabState, DeltaSeconds);
Pimpl->RecordHandVelocity(RightHandGrabState, DeltaSeconds);
}
void ASGPawn::PreInitializeComponents()
{
Super::PreInitializeComponents();
WristTrackerLeft->SetRight(HandLeft->IsRight());
WristTrackerRight->SetRight(HandRight->IsRight());
}
void ASGPawn::PostInitializeComponents()
{
Super::PostInitializeComponents();
}
void ASGPawn::OnRealLeftHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (OtherActor == this)
{
return;
}
if (OtherActor == LeftHandGrabState.GrabbedActor)
{
return;
}
Pimpl->RegisterLeftHandOverlappedActor(OtherActor);
}
void ASGPawn::OnRealLeftHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (OtherActor == this)
{
return;
}
Pimpl->UnregisterLeftHandOverlappedActor(OtherActor);
}
void ASGPawn::OnRealRightHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (OtherActor == this)
{
return;
}
if (OtherActor == RightHandGrabState.GrabbedActor)
{
return;
}
Pimpl->RegisterRightHandOverlappedActor(OtherActor);
}
void ASGPawn::OnRealRightHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (OtherActor == this)
{
return;
}
Pimpl->UnregisterRightHandOverlappedActor(OtherActor);
}
void ASGPawn::OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorThumbCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandGrabState.ActorThumbCanGrab == OtherActor)
{
LeftHandGrabState.ActorThumbCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorIndexCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandGrabState.ActorIndexCanGrab == OtherActor)
{
LeftHandGrabState.ActorIndexCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorMiddleCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandGrabState.ActorMiddleCanGrab == OtherActor)
{
LeftHandGrabState.ActorMiddleCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
}
}
void ASGPawn::OnLeftThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorThumbTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandTouchState.ActorThumbTouching == OtherActor)
{
LeftHandTouchState.ActorThumbTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorIndexTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandTouchState.ActorIndexTouching == OtherActor)
{
LeftHandTouchState.ActorIndexTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorMiddleTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandTouchState.ActorMiddleTouching == OtherActor)
{
LeftHandTouchState.ActorMiddleTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorRingTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandTouchState.ActorRingTouching == OtherActor)
{
LeftHandTouchState.ActorRingTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorPinkyTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (LeftHandTouchState.ActorPinkyTouching == OtherActor)
{
LeftHandTouchState.ActorPinkyTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorThumbCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandGrabState.ActorThumbCanGrab == OtherActor)
{
RightHandGrabState.ActorThumbCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorIndexCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandGrabState.ActorThumbCanGrab == OtherActor)
{
RightHandGrabState.ActorIndexCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorMiddleCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandGrabState.ActorMiddleCanGrab == OtherActor)
{
RightHandGrabState.ActorMiddleCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
}
}
void ASGPawn::OnRightThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorThumbTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandTouchState.ActorThumbTouching == OtherActor)
{
RightHandTouchState.ActorThumbTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorIndexTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandTouchState.ActorIndexTouching == OtherActor)
{
RightHandTouchState.ActorIndexTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorMiddleTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandTouchState.ActorMiddleTouching == OtherActor)
{
RightHandTouchState.ActorMiddleTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorRingTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandTouchState.ActorRingTouching == OtherActor)
{
RightHandTouchState.ActorRingTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorPinkyTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
}
}
void ASGPawn::OnRightPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (RightHandTouchState.ActorPinkyTouching == OtherActor)
{
RightHandTouchState.ActorPinkyTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
}
}
bool ASGPawn::IsLeftHandGrabbing(AActor*& OutActor) const
{
if (IsValid(LeftHandGrabState.GrabbedActor))
{
OutActor = LeftHandGrabState.GrabbedActor;
return true;
}
return false;
}
bool ASGPawn::IsRightHandGrabbing(AActor*& OutActor) const
{
if (IsValid(RightHandGrabState.GrabbedActor))
{
OutActor = RightHandGrabState.GrabbedActor;
return true;
}
return false;
}
bool ASGPawn::IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const
{
return Hand == HandLeft ? IsLeftHandGrabbing(OutActor) : IsRightHandGrabbing(OutActor);
}
void ASGPawn::Grab(USGVirtualHandComponent* Hand, AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return;
}
const USGGrabComponent* GrabComponent{USGGrabComponent::GetGrabComponent(Actor)};
if (!GrabComponent)
{
return;
}
FAttachmentTransformRules AttachmentRules{
FAttachmentTransformRules(GrabComponent->GetAttachmentLocationRule(),
GrabComponent->GetAttachmentRotationRule(),
GrabComponent->GetAttachmentScaleRule(),
GrabComponent->GetAttachmentWeldSimulatedBodies())
};
const FName SocketName{GrabComponent->GetAttachmentSocketName()};
ensureAlwaysMsgf(SocketName != NAME_None, TEXT("invalid attachment socket name!"));
if (GrabComponent->GetAffectPhysicsState())
{
Pimpl->DisableActorPhysics(Actor);
}
if (Hand->IsRight())
{
Pimpl->UnregisterRightHandOverlappedActor(Actor);
}
else
{
Pimpl->UnregisterLeftHandOverlappedActor(Actor);
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
const bool bAttached = Actor->AttachToComponent(Hand, MoveTemp(AttachmentRules), SocketName);
if (bAttached)
{
if (Hand->IsRight())
{
Pimpl->SetRightHandGrabbedActor(Actor);
}
else
{
Pimpl->SetLeftHandGrabbedActor(Actor);
}
}
else
{
if (Hand->IsRight())
{
SGLOG_ERROR("Failed to grab the actor with the right hand!", Actor, SocketName);
}
else
{
SGLOG_ERROR("Failed to grab the actor with the left hand!", Actor, SocketName);
}
}
#else
Actor->AttachToComponent(Hand, MoveTemp(AttachmentRules), SocketName);
if (Hand->IsRight())
{
Pimpl->SetRightHandGrabbedActor(Actor);
}
else
{
Pimpl->SetLeftHandGrabbedActor(Actor);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
Pimpl->TriggerActorGrabbedEvent(Hand, Actor);
}
void ASGPawn::ReleaseLeft()
{
Pimpl->Release(LeftHandGrabState);
}
void ASGPawn::ReleaseRight()
{
Pimpl->Release(RightHandGrabState);
}
ASGPawn::FImpl::FImpl(ASGPawn* InOwner)
: Owner(InOwner)
{
}
void ASGPawn::FImpl::BindRealHandsOverlapEvents()
{
Owner->RealHandLeft->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRealLeftHandOverlapBegins);
Owner->RealHandLeft->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRealLeftHandOverlapEnds);
Owner->RealHandRight->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRealRightHandOverlapBegins);
Owner->RealHandRight->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRealRightHandOverlapEnds);
}
void ASGPawn::FImpl::UnbindRealHandsOverlapEvents()
{
Owner->RealHandLeft->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRealLeftHandOverlapBegins);
Owner->RealHandLeft->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRealLeftHandOverlapEnds);
Owner->RealHandRight->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRealRightHandOverlapBegins);
Owner->RealHandRight->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRealRightHandOverlapEnds);
}
void ASGPawn::FImpl::BindFingerGrabOverlapEvents()
{
Owner->LeftThumbFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipGrabColliderOverlapBegins);
Owner->LeftThumbFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipGrabColliderOverlapEnds);
Owner->LeftIndexFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipGrabColliderOverlapBegins);
Owner->LeftIndexFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipGrabColliderOverlapEnds);
Owner->LeftMiddleFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapBegins);
Owner->LeftMiddleFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapEnds);
Owner->RightThumbFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapBegins);
Owner->RightThumbFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapEnds);
Owner->RightIndexFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapBegins);
Owner->RightIndexFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapEnds);
Owner->RightMiddleFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapBegins);
Owner->RightMiddleFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapEnds);
}
void ASGPawn::FImpl::UnbindFingerGrabOverlapEvents()
{
Owner->LeftThumbFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipGrabColliderOverlapBegins);
Owner->LeftThumbFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipGrabColliderOverlapEnds);
Owner->LeftIndexFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipGrabColliderOverlapBegins);
Owner->LeftIndexFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipGrabColliderOverlapEnds);
Owner->LeftMiddleFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapBegins);
Owner->LeftMiddleFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapEnds);
Owner->RightThumbFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapBegins);
Owner->RightThumbFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapEnds);
Owner->RightIndexFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapBegins);
Owner->RightIndexFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapEnds);
Owner->RightMiddleFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapBegins);
Owner->RightMiddleFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapEnds);
}
void ASGPawn::FImpl::BindFingerTouchOverlapEvents()
{
Owner->LeftThumbFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipTouchColliderOverlapBegins);
Owner->LeftThumbFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipTouchColliderOverlapEnds);
Owner->LeftIndexFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipTouchColliderOverlapBegins);
Owner->LeftIndexFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipTouchColliderOverlapEnds);
Owner->LeftMiddleFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapBegins);
Owner->LeftMiddleFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapEnds);
Owner->LeftRingFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftRingFingertipTouchColliderOverlapBegins);
Owner->LeftRingFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftRingFingertipTouchColliderOverlapEnds);
Owner->LeftPinkyFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapBegins);
Owner->LeftPinkyFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapEnds);
Owner->RightThumbFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightThumbFingertipTouchColliderOverlapBegins);
Owner->RightThumbFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightThumbFingertipTouchColliderOverlapEnds);
Owner->RightIndexFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightIndexFingertipTouchColliderOverlapBegins);
Owner->RightIndexFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightIndexFingertipTouchColliderOverlapEnds);
Owner->RightMiddleFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipTouchColliderOverlapBegins);
Owner->RightMiddleFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipTouchColliderOverlapEnds);
Owner->RightRingFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightRingFingertipTouchColliderOverlapBegins);
Owner->RightRingFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightRingFingertipTouchColliderOverlapEnds);
Owner->RightPinkyFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGPawn::OnRightPinkyFingertipTouchColliderOverlapBegins);
Owner->RightPinkyFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGPawn::OnRightPinkyFingertipTouchColliderOverlapEnds);
}
void ASGPawn::FImpl::UnbindFingerTouchOverlapEvents()
{
Owner->LeftThumbFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipTouchColliderOverlapBegins);
Owner->LeftThumbFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftThumbFingertipTouchColliderOverlapEnds);
Owner->LeftIndexFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipTouchColliderOverlapBegins);
Owner->LeftIndexFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftIndexFingertipTouchColliderOverlapEnds);
Owner->LeftMiddleFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapBegins);
Owner->LeftMiddleFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapEnds);
Owner->LeftRingFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftRingFingertipTouchColliderOverlapBegins);
Owner->LeftRingFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftRingFingertipTouchColliderOverlapEnds);
Owner->LeftPinkyFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapBegins);
Owner->LeftPinkyFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapEnds);
Owner->RightThumbFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapBegins);
Owner->RightThumbFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipGrabColliderOverlapEnds);
Owner->RightIndexFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapBegins);
Owner->RightIndexFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipGrabColliderOverlapEnds);
Owner->RightMiddleFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapBegins);
Owner->RightMiddleFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipGrabColliderOverlapEnds);
Owner->RightThumbFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipTouchColliderOverlapBegins);
Owner->RightThumbFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightThumbFingertipTouchColliderOverlapEnds);
Owner->RightIndexFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipTouchColliderOverlapBegins);
Owner->RightIndexFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightIndexFingertipTouchColliderOverlapEnds);
Owner->RightMiddleFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipTouchColliderOverlapBegins);
Owner->RightMiddleFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightMiddleFingertipTouchColliderOverlapEnds);
Owner->RightRingFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightRingFingertipTouchColliderOverlapBegins);
Owner->RightRingFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightRingFingertipTouchColliderOverlapEnds);
Owner->RightPinkyFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightPinkyFingertipTouchColliderOverlapBegins);
Owner->RightPinkyFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGPawn::OnRightPinkyFingertipTouchColliderOverlapEnds);
}
void ASGPawn::FImpl::SetVisibility(USceneComponent* SceneComponent, const bool bVisibility) const
{
if (!ensureAlwaysMsgf(IsValid(SceneComponent), TEXT("Invalid SceneComponent!")))
{
return;
}
SceneComponent->SetHiddenInGame(!bVisibility);
SceneComponent->SetVisibility(bVisibility);
}
void ASGPawn::FImpl::UpdateHandLocation(const bool bRight, const FVector& Location, const bool bUpdateVirtualHand)
{
if (bRight)
{
UpdateRightHandLocation(Location, bUpdateVirtualHand);
}
else
{
UpdateLeftHandLocation(Location, bUpdateVirtualHand);
}
}
void ASGPawn::FImpl::UpdateLeftHandLocation(const FVector& Location, const bool bUpdateVirtualHand)
{
if (bUpdateVirtualHand)
{
Owner->HandLeft->SetWorldLocation(Location);
}
Owner->RealHandLeft->SetWorldLocation(Location);
}
void ASGPawn::FImpl::UpdateRightHandLocation(const FVector& Location, const bool bUpdateVirtualHand)
{
if (bUpdateVirtualHand)
{
Owner->HandRight->SetWorldLocation(Location);
}
Owner->RealHandRight->SetWorldLocation(Location);
}
void ASGPawn::FImpl::UpdateHandRotation(const bool bRight, const FRotator& Rotation, const bool bUpdateVirtualHand)
{
if (bRight)
{
UpdateRightHandRotation(Rotation, bUpdateVirtualHand);
}
else
{
UpdateLeftHandRotation(Rotation, bUpdateVirtualHand);
}
}
void ASGPawn::FImpl::UpdateLeftHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
if (bUpdateVirtualHand)
{
Owner->HandLeft->SetWorldRotation(Rotation);
}
Owner->RealHandLeft->SetWorldRotation(Rotation);
}
void ASGPawn::FImpl::UpdateRightHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
if (bUpdateVirtualHand)
{
Owner->HandRight->SetWorldRotation(Rotation);
}
Owner->RealHandRight->SetWorldRotation(Rotation);
}
void ASGPawn::FImpl::UpdateHandLocationAndRotation(
const bool bRight, const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand)
{
if (bRight)
{
UpdateRightHandLocationAndRotation(Location, Rotation, bUpdateVirtualHand);
}
else
{
UpdateLeftHandLocationAndRotation(Location, Rotation, bUpdateVirtualHand);
}
}
void ASGPawn::FImpl::UpdateLeftHandLocationAndRotation(
const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand)
{
UpdateLeftHandLocation(Location, bUpdateVirtualHand);
UpdateLeftHandRotation(Rotation, bUpdateVirtualHand);
}
void ASGPawn::FImpl::UpdateRightHandLocationAndRotation(
const FVector& Location, const FRotator& Rotation, const bool bUpdateVirtualHand)
{
UpdateRightHandLocation(Location, bUpdateVirtualHand);
UpdateRightHandRotation(Rotation, bUpdateVirtualHand);
}
void ASGPawn::FImpl::DisableActorPhysics(const AActor* Actor) const
{
UPrimitiveComponent* ActorRootComponent{Cast<UPrimitiveComponent>(Actor->GetRootComponent())};
if (!ensureAlwaysMsgf(IsValid(ActorRootComponent), TEXT("RootComponent is not a valid UPrimativeComponent!")))
{
return;
}
ActorRootComponent->SetEnableGravity(false);
ActorRootComponent->SetSimulatePhysics(false);
ActorRootComponent->PutRigidBodyToSleep();
}
void ASGPawn::FImpl::EnableActorPhysics(const AActor* Actor) const
{
if (!IsValid(Actor))
{
return;
}
UPrimitiveComponent* ActorRootComponent{Cast<UPrimitiveComponent>(Actor->GetRootComponent())};
if (!ensureAlwaysMsgf(IsValid(ActorRootComponent), TEXT("RootComponent is not a valid UPrimativeComponent!")))
{
return;
}
ActorRootComponent->SetEnableGravity(true);
ActorRootComponent->SetSimulatePhysics(true);
ActorRootComponent->WakeRigidBody();
}
void ASGPawn::FImpl::ApplyHandVelocityToGrabbedActor(const FSGGrabState& GrabState) const
{
if (!IsValid(GrabState.Hand))
{
return;
}
if (!IsValid(GrabState.GrabbedActor))
{
return;
}
UPrimitiveComponent* ActorRootComponent{Cast<UPrimitiveComponent>(GrabState.GrabbedActor->GetRootComponent())};
if (!ensureAlwaysMsgf(IsValid(ActorRootComponent), TEXT("RootComponent is not a valid UPrimativeComponent!")))
{
return;
}
FVector HandVelocity{UKismetMathLibrary::GetVectorArrayAverage(GrabState.HandVelocityHistory)};
ActorRootComponent->SetPhysicsLinearVelocity(HandVelocity);
ActorRootComponent->AddImpulse(MoveTemp(HandVelocity), NAME_None, true);
}
void ASGPawn::FImpl::SetGrabbedActor(FSGGrabState& GrabState, AActor* Actor) const
{
GrabState.GrabbedActor = Actor;
}
void ASGPawn::FImpl::SetLeftHandGrabbedActor(AActor* Actor) const
{
SetGrabbedActor(Owner->LeftHandGrabState, Actor);
}
void ASGPawn::FImpl::SetRightHandGrabbedActor(AActor* Actor) const
{
SetGrabbedActor(Owner->RightHandGrabState, Actor);
}
void ASGPawn::FImpl::RecordHandVelocity(FSGGrabState& GrabState, const float DeltaSeconds) const
{
if (!IsValid(GrabState.Hand))
{
return;
}
FVector HandVelocity{
(GrabState.Hand->GetComponentLocation() - GrabState.PreviousHandLocation) / DeltaSeconds
};
if (GrabState.HandVelocityHistory.Num() >= Owner->MaxNumberOfHandVelocitySamples)
{
if (GrabState.HandVelocityHistory.IsValidIndex(0))
{
GrabState.HandVelocityHistory.RemoveAt(0, 1, false);
GrabState.HandVelocityHistory.Emplace(MoveTemp(HandVelocity));
}
}
else
{
GrabState.HandVelocityHistory.Emplace(MoveTemp(HandVelocity));
}
GrabState.PreviousHandLocation = GrabState.Hand->GetComponentLocation();
}
void ASGPawn::FImpl::Release(FSGGrabState& GrabState) const
{
if (!IsValid(GrabState.GrabbedActor))
{
return;
}
const USGGrabComponent* GrabComponent{USGGrabComponent::GetGrabComponent(GrabState.GrabbedActor)};
if (!IsValid(GrabComponent))
{
return;
}
GrabState.GrabbedActor->DetachFromActor(
FDetachmentTransformRules(GrabComponent->GetDetachmentLocationRule(),
GrabComponent->GetDetachmentRotationRule(),
GrabComponent->GetDetachmentScaleRule(),
GrabComponent->GetDetachmentInCallModify())
);
if (GrabComponent->GetAffectPhysicsState())
{
EnableActorPhysics(GrabState.GrabbedActor);
}
ApplyHandVelocityToGrabbedActor(GrabState);
SetGrabbedActor(GrabState, nullptr);
TriggerActorReleasedEvent(GrabState.Hand, GrabState.GrabbedActor);
}
void ASGPawn::FImpl::TriggerGrabStateUpdatedEvent(const FSGGrabState& GrabState) const
{
Owner->GrabStateUpdatedEvent.Broadcast(GrabState);
Owner->OnGrabStateUpdated(GrabState);
}
void ASGPawn::FImpl::TriggerTouchStateUpdatedEvent(const FSGTouchState& TouchState) const
{
Owner->TouchStateUpdatedEvent.Broadcast(TouchState);
Owner->OnTouchStateUpdated(TouchState);
}
void ASGPawn::FImpl::TriggerActorGrabbedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorGrabbedEvent.Broadcast(Hand, Actor);
Owner->OnActorGrabbed(Hand, Actor);
}
void ASGPawn::FImpl::TriggerActorReleasedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorReleasedEvent.Broadcast(Hand, Actor);
Owner->OnActorReleased(Hand, Actor);
}
void ASGPawn::FImpl::TriggerBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorBeginTouchEvent.Broadcast(Hand, Actor);
Owner->OnActorBeginTouch(Hand, Actor);
}
void ASGPawn::FImpl::TriggerEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorEndTouchEvent.Broadcast(Hand, Actor);
Owner->OnActorEndTouch(Hand, Actor);
}
ASGPawn::FImpl::~FImpl() = default;
void ASGPawn::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}